Example #1
0
//-----------------------------------------------------------------------------
// Purpose: Attempts to kill an NPC if it's within range and other criteria
// Input  : *pVictim - NPC to assess
//			**pPhysObj - pointer to the ragdoll created if the NPC is killed
// Output :	bool - whether or not the NPC was killed and the returned pointer is valid
//-----------------------------------------------------------------------------
bool CGravityVortexController::KillNPCInRange( CBaseEntity *pVictim, IPhysicsObject **pPhysObj )
{
	CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();

	// See if we can ragdoll
	if ( pBCC != NULL && pBCC->CanBecomeRagdoll() )
	{
		// Don't bother with striders
		if ( FClassnameIs( pBCC, "npc_strider" ) )
			return false;

		// TODO: Make this an interaction between the NPC and the vortex

		// Become ragdoll
		CTakeDamageInfo info( this, this, 1.0f, DMG_GENERIC );
		CBaseEntity *pRagdoll = CreateServerRagdoll( pBCC, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
		pRagdoll->SetCollisionBounds( pVictim->CollisionProp()->OBBMins(), pVictim->CollisionProp()->OBBMaxs() );

		// Necessary to cause it to do the appropriate death cleanup
		CTakeDamageInfo ragdollInfo( this, this, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
		pVictim->TakeDamage( ragdollInfo );

		// Return the pointer to the ragdoll
		*pPhysObj = pRagdoll->VPhysicsGetObject();
		return true;
	}

	// Wasn't able to ragdoll this target
	*pPhysObj = NULL;
	return false;
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Creates a flame and attaches it to a target entity.
// Input  : pTarget - 
//-----------------------------------------------------------------------------
CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, const char *pMaterialName, 
	float flStartTime, int nDissolveType, bool *pRagdollCreated )
{
	if ( pRagdollCreated )
	{
		*pRagdollCreated = false;
	}

	if ( !pMaterialName )
	{
		pMaterialName = DISSOLVE_SPRITE_NAME;
	}

	if ( pTarget->IsPlayer() )
	{
		// Simply immediately kill the player.
		CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget );
		pPlayer->SetArmorValue( 0 );
		CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
		pPlayer->TakeDamage( info );
		return NULL;
	}

	CEntityDissolve *pDissolve = (CEntityDissolve *) CreateEntityByName( "env_entity_dissolver" );

	if ( pDissolve == NULL )
		return NULL;

	pDissolve->m_nDissolveType = nDissolveType;
	if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
	{
		if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
		{
			CTakeDamageInfo info;
			CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true );
			pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() );

			// Necessary to cause it to do the appropriate death cleanup
			if ( pTarget->m_lifeState == LIFE_ALIVE )
			{
				CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
				CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
				pTarget->TakeDamage( ragdollInfo );
			}

			if ( pRagdollCreated )
			{
				*pRagdollCreated = true;
			}

			UTIL_Remove( pTarget );
			pTarget = pRagdoll;
		}
	}

	pDissolve->SetModelName( AllocPooledString(pMaterialName) );
	pDissolve->AttachToEntity( pTarget );
	pDissolve->SetStartTime( flStartTime );
	pDissolve->Spawn();

	// Send to the client even though we don't have a model
	pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );

	// Play any appropriate noises when we start to dissolve
	if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
	{
		pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" );
	}
	else
	{
		pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" );
	}
	return pDissolve;
}